Better labels, more treasure
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parent
574e34ce4b
commit
969af2f8c2
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@ -46,39 +46,39 @@ local state = {
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local enemies = {
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local enemies = {
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-- PESTS
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-- PESTS
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{ texturePaths.pest0, texturePaths.pest1, 0, 0, "Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 0, "A Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 0, "Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 0, "A Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 0, "Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 0, "A Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 0, "Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 0, "A Beetle" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 0, "Large Grub" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 0, "A Large Grub" },
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{ texturePaths.pest0, texturePaths.pest1, 80, 0, "Small Grub" },
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{ texturePaths.pest0, texturePaths.pest1, 80, 0, "A Small Grub" },
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{ texturePaths.pest0, texturePaths.pest1, 96, 0, "Slim Worm" },
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{ texturePaths.pest0, texturePaths.pest1, 96, 0, "A Slim Worm" },
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{ texturePaths.pest0, texturePaths.pest1, 112, 0, "Fat Worm" },
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{ texturePaths.pest0, texturePaths.pest1, 112, 0, "A Fat Worm" },
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--{ texturePaths.pest0, texturePaths.pest1, 0, 16, "Female Dragonfly" },
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--{ texturePaths.pest0, texturePaths.pest1, 0, 16, "Female Dragonfly" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 16, "Fly" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 16, "A Fly" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 16, "Larva" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 16, "A Larva" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 16, "Moth" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 16, "A Moth" },
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--{ texturePaths.pest0, texturePaths.pest1, 64, 16 },
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--{ texturePaths.pest0, texturePaths.pest1, 64, 16 },
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{ texturePaths.pest0, texturePaths.pest1, 80, 16, "Gnat" },
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{ texturePaths.pest0, texturePaths.pest1, 80, 16, "A Gnat" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 32, "Small Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 32, "A Small Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 32, "Medium Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 32, "A Medium Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 32, "Large Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 32, "A Large Spider" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 32, "Small Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 32, "A Small Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 32, "Medium Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 32, "A Medium Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 80, 32, "Large Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 80, 32, "A Large Scorpion" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 48, "Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 48, "A Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 48, "Large Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 48, "A Large Slug" },
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--{ texturePaths.pest0, texturePaths.pest1, 32, 48 },
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--{ texturePaths.pest0, texturePaths.pest1, 32, 48 },
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{ texturePaths.pest0, texturePaths.pest1, 48, 48, "Red Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 48, "A Red Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 48, "Large Red Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 64, 48, "A Large Red Slug" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 64, "Giant Brown Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 0, 64, "A Giant Brown Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 64, "Giant Black Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 16, 64, "A Giant Black Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 64, "Giant Gold Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 32, 64, "A Giant Gold Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 64, "Giant Silver Ant" },
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{ texturePaths.pest0, texturePaths.pest1, 48, 64, "A Giant Silver Ant" },
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--{ texturePaths.pest0, texturePaths.pest1, 0, 80 },
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--{ texturePaths.pest0, texturePaths.pest1, 0, 80 },
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--{ texturePaths.pest0, texturePaths.pest1, 16, 80 },
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--{ texturePaths.pest0, texturePaths.pest1, 16, 80 },
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@ -113,10 +113,10 @@ local enemies = {
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--{ texturePaths.undead0, texturePaths.undead1, 96, 16, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 96, 16, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 112, 16, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 112, 16, "", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 0, 32, "Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 0, 32, "A Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 16, 32, "Umber Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 16, 32, "An Umber Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 32, 32, "Caustic Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 32, 32, "A Caustic Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 48, 32, "Black Skeleton", state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 48, 32, "A Black Skeleton", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 64, 32, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 64, 32, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 80, 32, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 80, 32, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 96, 32, "", state.passive, state.agressive };
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--{ texturePaths.undead0, texturePaths.undead1, 96, 32, "", state.passive, state.agressive };
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@ -8,6 +8,8 @@ item_create(void)
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Item *item = ec_malloc(sizeof(Item));
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Item *item = ec_malloc(sizeof(Item));
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item->sprite = NULL;
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item->sprite = NULL;
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item->collected = false;
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item->collected = false;
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m_strcpy(item->label, 50, "");
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item->value = 0.0;
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item->effect = NULL;
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item->effect = NULL;
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return item;
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return item;
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}
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}
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@ -11,6 +11,8 @@
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typedef struct Item_t {
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typedef struct Item_t {
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Sprite *sprite;
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Sprite *sprite;
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bool collected;
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bool collected;
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char label[50];
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double value;
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void (*effect)(struct Item_t *, Player *);
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void (*effect)(struct Item_t *, Player *);
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} Item;
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} Item;
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@ -36,44 +36,114 @@ load_texture(const char *path)
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}
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}
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static void
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static void
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add_health(Item *item, Player *player)
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eat_flesh(Item *item, Player *player)
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{
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{
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UNUSED(item);
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int original_hp = player->stats.hp;
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int original_hp = player->stats.hp;
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player->stats.hp += 2;
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player->stats.hp += item->value;
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if (player->stats.hp > player->stats.maxhp)
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if (player->stats.hp > player->stats.maxhp)
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player->stats.hp = player->stats.maxhp;
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player->stats.hp = player->stats.maxhp;
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gui_log("You gained %d health", player->stats.hp - original_hp);
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gui_log("You eat some foul meat and gain %d health", player->stats.hp - original_hp);
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}
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static void
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drink_health(Item *item, Player *player)
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{
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int original_hp = player->stats.hp;
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player->stats.hp += item->value;
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if (player->stats.hp > player->stats.maxhp)
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player->stats.hp = player->stats.maxhp;
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gui_log("You drink a health potion and gain %d health", player->stats.hp - original_hp);
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}
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}
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static Item *
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static Item *
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create_health(void)
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create_item(const char *path, SDL_Rect clip, void (*cb)(Item*, Player*))
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{
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{
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Texture *t;
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Texture *t;
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Item *item;
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Item *item;
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item = item_create();
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item = item_create();
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t = load_texture("assets/Items/Potion.png");
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t = load_texture(path);
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item->sprite = sprite_create();
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item->sprite = sprite_create();
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sprite_set_texture(item->sprite, t, 0);
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sprite_set_texture(item->sprite, t, 0);
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item->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
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item->sprite->clip = clip;
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item->effect = &add_health;
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item->effect = cb;
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return item;
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return item;
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}
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}
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static void
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pickup_gold(Item *item, Player *player)
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{
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player->gold += item->value;
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gui_log("You pick up %s", &item->label);
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}
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static Item *
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create_treasure(void)
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{
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unsigned int value = rand() % TREASURE_COUNT;
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double amt = (unsigned int) rand() % 40;
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char label[50];
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SDL_Rect clip = { 0, 0, 16, 16 };
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switch (value) {
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case COPPER:
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m_sprintf(&label[0], 50, "%d copper", amt);
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amt /= 100;
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break;
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case SILVER:
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m_sprintf(&label[0], 50, "%d silver", amt);
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clip.x = 48;
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amt /= 10;
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break;
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case GOLD:
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m_sprintf(&label[0], 50, "%d gold", amt);
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clip.y = 16;
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break;
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case PLATINUM:
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m_sprintf(&label[0], 50, "%d platinum", amt);
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clip.x = 48;
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clip.y = 16;
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amt *= 10;
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break;
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default:
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break;
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}
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if (amt > 15 && amt < 30)
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clip.x += 16;
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else if (amt <= 15)
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clip.x += 32;
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Item *item = create_item("assets/Items/Money.png", clip, &pickup_gold);
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m_strcpy(item->label, 50, label);
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item->value = amt;
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return item;
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}
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Item *
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Item *
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item_builder_build_item(ItemKey key)
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item_builder_build_item(ItemKey key)
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{
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{
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static const char *path_flesh = "assets/Items/Flesh.png";
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static const char *path_potion = "assets/Items/Potion.png";
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check_builder();
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check_builder();
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Item *item = NULL;
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Item *item = NULL;
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switch (key) {
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switch (key) {
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case TREASURE:
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item = create_treasure();
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break;
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case FLESH:
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item = create_item(path_flesh, (SDL_Rect) { 0, 0, 16, 16 }, &eat_flesh);
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item->value = 1;
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break;
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case HEALTH:
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case HEALTH:
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item = create_health();
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item = create_item(path_potion, (SDL_Rect) { 0, 0, 16, 16 }, &drink_health);
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item->value = 1 + (rand() % 2);
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break;
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break;
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default:
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default:
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fatal("in item_builder_build() : Unhandled item key %d", key);
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fatal("in item_builder_build() : Unhandled item key %d", key);
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@ -10,7 +10,18 @@ typedef struct {
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} ItemBuilder;
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} ItemBuilder;
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typedef enum {
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typedef enum {
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HEALTH
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COPPER,
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SILVER,
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GOLD,
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PLATINUM,
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TREASURE_COUNT
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} Treasure;
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typedef enum {
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TREASURE,
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FLESH,
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HEALTH,
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ITEM_COUNT
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} ItemKey;
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} ItemKey;
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void
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void
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@ -106,13 +106,12 @@ map_clear_dead_monsters(Map *map)
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else
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else
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last->next = current->next;
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last->next = current->next;
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// TODO(Linus): We should really move this code somewhere else, perhaps to monster.c?
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// Create a health drop
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Monster *monster = current->data;
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Monster *monster = current->data;
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Item *item = item_builder_build_item(HEALTH);
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item->sprite->pos = monster->sprite->pos;
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// Loot drops
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Item *item = monster_drop_loot(monster);
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if (item)
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linkedlist_append(&map->items, item);
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linkedlist_append(&map->items, item);
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gui_log("%s dropped a health potion", monster->label);
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monster_destroy(monster);
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monster_destroy(monster);
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current->data = NULL;
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current->data = NULL;
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@ -207,8 +207,10 @@ l_add_monster(lua_State *L)
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monster->state.normal = nstate;
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monster->state.normal = nstate;
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monster->state.challenge = cstate;
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monster->state.challenge = cstate;
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monster->state.current = nstate;
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monster->state.current = nstate;
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if (strlen(label))
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if (strlen(label)) {
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monster->label = label;
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monster->label = label;
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monster->lclabel = to_lower(label);
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}
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map_add_monster(map, monster);
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map_add_monster(map, monster);
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@ -1,11 +1,14 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <assert.h>
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#include "monster.h"
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#include "monster.h"
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#include "util.h"
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#include "util.h"
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#include "player.h"
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#include "player.h"
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#include "monster.h"
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#include "monster.h"
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#include "random.h"
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#include "random.h"
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#include "gui.h"
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#include "gui.h"
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#include "item.h"
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#include "item_builder.h"
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static void
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static void
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monster_load_texts(Monster *m, SDL_Renderer *renderer)
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monster_load_texts(Monster *m, SDL_Renderer *renderer)
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m->state.challenge = AGRESSIVE;
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m->state.challenge = AGRESSIVE;
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m->state.current = m->state.normal;
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m->state.current = m->state.normal;
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m->label = NULL;
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m->label = NULL;
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m->lclabel = NULL;
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monster_load_texts(m, renderer);
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monster_load_texts(m, renderer);
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@ -69,9 +73,9 @@ has_collided(Monster *monster, RoomMatrix *matrix)
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player_hit(space->player, dmg);
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player_hit(space->player, dmg);
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if (dmg > 0)
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if (dmg > 0)
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gui_log("Monster '%s' hit you for %u damage", monster->label, dmg);
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gui_log("%s hit you for %u damage", monster->label, dmg);
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else
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else
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gui_log("Monster '%s' missed you", monster->label);
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gui_log("%s missed you", monster->label);
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}
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}
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return space->occupied;
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return space->occupied;
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@ -234,6 +238,23 @@ monster_hit(Monster *monster, unsigned int dmg)
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monster->state.current = monster->state.challenge;
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monster->state.current = monster->state.challenge;
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}
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}
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Item *
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monster_drop_loot(Monster *monster)
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{
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static unsigned int drop_chance = 3;
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||||||
|
unsigned int drop;
|
||||||
|
|
||||||
|
if ((rand() % drop_chance) != 0)
|
||||||
|
return NULL;
|
||||||
|
|
||||||
|
drop = rand() % ITEM_COUNT;
|
||||||
|
Item *item = item_builder_build_item(drop);
|
||||||
|
item->sprite->pos = monster->sprite->pos;
|
||||||
|
gui_log("%s dropped something", monster->label);
|
||||||
|
|
||||||
|
return item;
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
monster_render(Monster *m, Camera *cam)
|
monster_render(Monster *m, Camera *cam)
|
||||||
{
|
{
|
||||||
|
@ -250,6 +271,8 @@ monster_destroy(Monster *m)
|
||||||
sprite_destroy(m->sprite);
|
sprite_destroy(m->sprite);
|
||||||
if (m->label)
|
if (m->label)
|
||||||
free(m->label);
|
free(m->label);
|
||||||
|
if (m->lclabel)
|
||||||
|
free(m->lclabel);
|
||||||
if (m->hitText)
|
if (m->hitText)
|
||||||
actiontext_destroy(m->hitText);
|
actiontext_destroy(m->hitText);
|
||||||
if (m->missText)
|
if (m->missText)
|
||||||
|
|
|
@ -16,6 +16,7 @@ typedef struct {
|
||||||
|
|
||||||
typedef struct Monster_t {
|
typedef struct Monster_t {
|
||||||
char *label;
|
char *label;
|
||||||
|
char *lclabel;
|
||||||
Sprite *sprite;
|
Sprite *sprite;
|
||||||
ActionText *hitText;
|
ActionText *hitText;
|
||||||
ActionText *missText;
|
ActionText *missText;
|
||||||
|
@ -33,6 +34,8 @@ void monster_render(Monster*, Camera*);
|
||||||
|
|
||||||
void monster_hit(Monster*, unsigned int dmg);
|
void monster_hit(Monster*, unsigned int dmg);
|
||||||
|
|
||||||
|
Item *monster_drop_loot(Monster*);
|
||||||
|
|
||||||
void monster_destroy(Monster*);
|
void monster_destroy(Monster*);
|
||||||
|
|
||||||
#endif // MONSTER_H_
|
#endif // MONSTER_H_
|
||||||
|
|
13
src/player.c
13
src/player.c
|
@ -20,7 +20,8 @@ has_collided(Player *player, RoomMatrix *matrix)
|
||||||
bool collided = false;
|
bool collided = false;
|
||||||
|
|
||||||
Position roomCoord = position_to_room_coords(&player->sprite->pos);
|
Position roomCoord = position_to_room_coords(&player->sprite->pos);
|
||||||
if (roomCoord.x != matrix->roomPos.x || roomCoord.y != matrix->roomPos.y) {
|
if (roomCoord.x != matrix->roomPos.x
|
||||||
|
|| roomCoord.y != matrix->roomPos.y) {
|
||||||
return collided;
|
return collided;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -39,16 +40,18 @@ has_collided(Player *player, RoomMatrix *matrix)
|
||||||
player->misses += 1;
|
player->misses += 1;
|
||||||
|
|
||||||
if (hit > 0)
|
if (hit > 0)
|
||||||
gui_log("You hit '%s' for %u damage", space->monster->label, hit);
|
gui_log("You hit %s for %u damage",
|
||||||
|
space->monster->lclabel, hit);
|
||||||
else
|
else
|
||||||
gui_log("You missed '%s'", space->monster->label);
|
gui_log("You missed %s", space->monster->lclabel);
|
||||||
|
|
||||||
if (space->monster->stats.hp <= 0) {
|
if (space->monster->stats.hp <= 0) {
|
||||||
// TODO(Linus): This needs some love later on.
|
// TODO(Linus): This needs some love later on.
|
||||||
player->kills += 1;
|
player->kills += 1;
|
||||||
player->xp += 10;
|
player->xp += 10;
|
||||||
|
|
||||||
gui_log("You killed '%s' and gained %d xp", space->monster->label, 10);
|
gui_log("You killed %s and gained %d xp",
|
||||||
|
space->monster->lclabel, 10);
|
||||||
}
|
}
|
||||||
} else if (collided) {
|
} else if (collided) {
|
||||||
gui_log("Ouch! There is something in the way");
|
gui_log("Ouch! There is something in the way");
|
||||||
|
@ -177,6 +180,7 @@ player_create(class_t class, SDL_Renderer *renderer)
|
||||||
player->hits = 0;
|
player->hits = 0;
|
||||||
player->kills = 0;
|
player->kills = 0;
|
||||||
player->misses = 0;
|
player->misses = 0;
|
||||||
|
player->gold = 0;
|
||||||
|
|
||||||
char asset[100];
|
char asset[100];
|
||||||
switch (class) {
|
switch (class) {
|
||||||
|
@ -244,6 +248,7 @@ player_print(Player *p)
|
||||||
debug("--------=== <[ Player Stats ]> ===--------");
|
debug("--------=== <[ Player Stats ]> ===--------");
|
||||||
debug("HP: %d", p->stats.hp);
|
debug("HP: %d", p->stats.hp);
|
||||||
debug("Level: %u\tXP:\t%u", p->stats.lvl, p->xp);
|
debug("Level: %u\tXP:\t%u", p->stats.lvl, p->xp);
|
||||||
|
debug("Gold: %.2f", p->gold);
|
||||||
debug("Hits: %u\tMisses:\t%u", p->hits, p->misses);
|
debug("Hits: %u\tMisses:\t%u", p->hits, p->misses);
|
||||||
debug("Kills: %u", p->kills);
|
debug("Kills: %u", p->kills);
|
||||||
debug("Steps: %u", p->total_steps);
|
debug("Steps: %u", p->total_steps);
|
||||||
|
|
|
@ -21,6 +21,7 @@ typedef struct Player_t {
|
||||||
unsigned int hits;
|
unsigned int hits;
|
||||||
unsigned int kills;
|
unsigned int kills;
|
||||||
unsigned int misses;
|
unsigned int misses;
|
||||||
|
double gold;
|
||||||
void (*handle_event)(struct Player_t*, RoomMatrix*, SDL_Event*);
|
void (*handle_event)(struct Player_t*, RoomMatrix*, SDL_Event*);
|
||||||
} Player;
|
} Player;
|
||||||
|
|
||||||
|
|
17
src/util.c
17
src/util.c
|
@ -3,6 +3,7 @@
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <stdarg.h>
|
#include <stdarg.h>
|
||||||
#include <time.h>
|
#include <time.h>
|
||||||
|
#include <ctype.h>
|
||||||
|
|
||||||
#include "defines.h"
|
#include "defines.h"
|
||||||
|
|
||||||
|
@ -140,3 +141,19 @@ timestamp(char *tstamp, size_t sz)
|
||||||
free(tm_info);
|
free(tm_info);
|
||||||
#endif // _MSC_VER
|
#endif // _MSC_VER
|
||||||
}
|
}
|
||||||
|
|
||||||
|
char *
|
||||||
|
to_lower(const char *str)
|
||||||
|
{
|
||||||
|
char *lcstr;
|
||||||
|
unsigned int i;
|
||||||
|
|
||||||
|
lcstr = ec_malloc((strlen(str) + 1) * sizeof(char));
|
||||||
|
|
||||||
|
for (i = 0; i < strlen(str); ++i) {
|
||||||
|
lcstr[i] = tolower(str[i]);
|
||||||
|
}
|
||||||
|
lcstr[i] = '\0';
|
||||||
|
|
||||||
|
return lcstr;
|
||||||
|
}
|
||||||
|
|
|
@ -28,4 +28,7 @@ m_sprintf(char *dest, size_t destsz, const char *format, ...);
|
||||||
void
|
void
|
||||||
timestamp(char *tstamp, size_t sz);
|
timestamp(char *tstamp, size_t sz);
|
||||||
|
|
||||||
|
char *
|
||||||
|
to_lower(const char *str);
|
||||||
|
|
||||||
#endif // UTIL_H_
|
#endif // UTIL_H_
|
||||||
|
|
Loading…
Reference in New Issue